101,361 research outputs found

    Multidimensional Data Sets: Traversing Sound Synthesis, Sound Sculpture, and Scored Composition

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    This article documents some of the conceptual developments of some various approaches to using multidimensional data sets as a means of propagating sound, manipulating and sculpting sound, and generating compositional scores. This is not only achieved through a methodology that is reminiscent of some of the systematic matrix procedures employed by composer Peter Maxwell Davies, but also through a generative signal path method conventionally termed Wave Terrain Synthesis. Both methodologies follow in essence the same kind of paradigm - the notion of extracting information through a process of traversing multidimensional topography. In this article we look at four documented examples. The first example is concerned with the organic morphology of modulation synthesis. The second example documents a dynamical Wave Terrain Synthesis model that responds and adapts in realtime to live audio input. The third example addresses the use of Wave Terrain Synthesis as a method of controlling another signal processing technique - in this case the independent spatial distribution of 1024 different spectral bands over a multichannel speaker array. The fourth example reflects on the use of matrices in some of the systematic compositional processes of Peter Maxwell Davies, and briefly shows how pitch, rhythm, and articulation matrices can be extended into higher-dimensional structures, and proposes how gesture can be used to create realtime generative scores. The underlying intent here is to find an effective and unified methodology for simultaneously controlling the complex parameter sets of synthesis, spatialisation, and scored composition in live realtime laptop performance

    Terrain synthesis using noise

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    Noise functions are versatile base functions used in many procedural generation methods. They can produce natural-like patterns usable in procedural textures, models and animations. They have been extensively adapted in procedural terrain implementations in games and other applications. Noise-based procedural terrains offer many advantages over static terrain models but designing such terrains is largely unintuitive by nature. Whereas traditional terrain models can be designed, e.g., in spatial editors, procedural terrains are implemented in algorithms. The purpose of this thesis is firstly to evaluate noise functions in the context of procedural terrain generation and especially example based procedural terrain synthesis. Secondly, a novel example based procedural terrain synthesis method is presented. A prototype application implementing the method was also constructed and evaluated. The prototype is a practical solution for example based procedural terrain design, aiming to bridge the gap between intuitive virtual terrain design and the advantages of procedural terrain functions

    On multi-objective optimization of planetary exploration rovers applied to ExoMars-type rovers

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    ExoMars is the first robotic mission of the Aurora program of the European Space Agency (EAS). Surface mobility (as provided by ExoMarks rover) is one of the enabling technologies necessary for future exploration missions. This work uses previouly developed mathematical models to represent an ExoMars rover operation in soft/rocky terrain. The models are used in an optimization loop to evaluate multiple objective functions affected by the change in geometrical design parameters. Several objective funktions can be used in our optimization environment powered by MOPS (Multi-Objective Parameter Synthesis). Two environments are used to simulate the rover in stability sensitive conditions and power and sinkage sensitive conditions. Finally, an ExoMars-like configuration is proposed and consistent improvemnt directions are pointed out

    Transition Contour Synthesis with Dynamic Patch Transitions

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    In this article, we present a novel approach for modulating the shape of transitions between terrain materials to produce detailed and varied contours where blend resolution is limited. Whereas texture splatting and blend mapping add detail to transitions at the texel level, our approach addresses the broader shape of the transition by introducing intermittency and irregularity. Our results have proven that enriched detail of the blend contour can be achieved with a performance competitive to existing approaches without additional texture, geometry resources, or asset preprocessing. We achieve this by compositing blend masks on-the-fly with the subdivision of texture space into differently sized patches to produce irregular contours from minimal artistic input. Our approach is of particular importance for applications where GPU resources or artistic input is limited or impractical

    Problematising Civil Society- on What Terrain Does Xenophobia Flourish

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    Is there a need to reconceptualise civil society organisations (CSOs) given the fragmented, uneven, varied and sometimes contradictory responses of CSOs to the May 2008 violence
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